Many believe that video games definitely have the potential to become engaging and integrated learning tools that promote ideas and enhance soft skills.

Keeping students engaged in the classroom environment is an ongoing challenge and by using creativity and innovation, however, even some professional essay writers like Joan Young from AdvancedWriters.com believe it is possible to provide interesting learning experiences which can make learning exciting for students of varying ages and this can be done using video games and gaming.

Video games can be a useful learning tool in the home as well as in the classroom, and we will take a look at how they do this.

Learning Traditionally

Usually, the games that we play i.e. board games such as Snakes and Ladders or Cluedo, card games such as poker, or physical games such as football or rugby, have usually been enjoyed with friends or family as an activity or to build relationships. We have always used games to teach us how to play alone, they teach us how to play as part of a team and also promote healthy competition. The question to ask is whether games are able to achieve more than this. We tend to be drawn to games irrespective of our age and games are able to keep us focused and interested and therefore are a perfect medium when it comes to learning.  Essentially, games offer fun as well as the opportunity to develop new skills. The kinds of skills we pick up when playing games include: teamwork and problem-solving skills. Mathematical skills, motor skills, interpersonal skills, and strategic skills, to name but a few.  Therefore, if games are created for learning purposes, it is clear to see how they can help those playing achieve new skills.

How Else Video Games Can Help

Below we will list the other ways video games can be a useful learning tool:

Attention span

Studies have revealed that an average adult’s attention span is approximately 20 minutes. Therefore, a challenge that teachers face is to keep students engaged in a classroom session for up to one hour when their attention span may be shorter. This issue is even harder when students are even younger. For instance, primary-aged students have an attention span of up to 10 minutes.

Video games are able to help us focus and concentrate on playing and winning a game. This has led ed-tech companies to think about how video games may be used in education to help keep students’ attention and engage them when it comes to their learning. The research so far has shown that this can work.

Imagination and creativity in video games

In some education systems across the world, students are expected to not ask questions and stay quiet. This goes against many opinions of those who are experts in the field of education as they believe children need to question, be imaginative, and creative. Video games are a great way of allowing children to express themselves as well as be analytical and creative. Puzzles based on science help to nurture young coders, innovators, mathematicians, and scientists.

Video Games and STEAM

In the past, many teaching methods have been used when it comes to teaching subjects such as science and mathematics. These include experiments, projects, and activities that have all served their role. As technology continues to advance, virtual, digital, and online educational tools have moved from optional to necessity.

These days many institutions have moved with the times when teachers use video conferencing to teach. Science and mathematics are practical subjects that students need all of their senses to carry out and learn concepts for both subjects. These senses include spatial, tactile, audio, and visual. It is not enough to explain scientific and mathematical concepts using video conferences as it becomes difficult for students to understand the concepts and apply them to real life if this is the only method of teaching.

Gaming, whether it is virtual or physical, can help students to enhance learning via visual, audio, and kinesthetic methods. For instance, when learning mathematical concepts, other learning platforms can be used to manipulate real-life scenarios when it comes to learning. It also allows students to practice solving word problems through various solutions. Apps are able to provide instant feedback, so students will feel motivated and encouraged.

Video Games as a Holistic Learning Tool

For happiness and growth, holistic skills are crucial. All skills associated with holistic learning have been found in video games. These include academic skills, soft skills, job skills, survival skills, spiritual health job skills, and mental health. Through video games, we can also learn about teamwork, leadership, strategy,  patience, and much more.

Teachers can use video games to ensure that learning using technology is holistic by asking students to talk about what they are learning using the video game to develop their social skills. Younger students can be mentored by older students as they can be taught how to use video games and develop their leadership skills.  It is clear to see that holistic growth has endless opportunities if video games are used in learning.

Video Games and Learning – The Conclusion

As the number of educational games continues to grow, educators will need to think carefully about how they will incorporate them into the classroom to create an effective and stimulating learning environment.  Educational apps, games, and other platforms provide an amazing glimpse into the future where students will benefit from the individualized attention that is required when it comes to their learning. It becomes apparent that video games and similar products help to boost a student’s understanding, attention, creativity, and motivation.

Gaming in general has the ability to become a useful and integrated learning tool that will not only enhance a student’s soft skills but also develop the academic aspects such as problem-solving, literacy, elements of numeracy, analytical reasoning, and spatial intelligence. These are just a few of the kinds of skills that can be gained by using gaming in the learning environment.